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Serious Games Accessibility Design Model for Low-Vision Children.

, , and . Adv. Hum. Comput. Interact., (2023)

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An Ontological Approach for Creating a Brassware Craft Knowledge Base., , , , , , , and . IEEE Access, (2020)The Effects of Serious Games on Students' Higher-Order Thinking Skills in Science Education., , and . ICEEI, page 1-5. IEEE, (2021)Theories in Gamification Application Design for Slow Learners., , and . ICEEI, page 183-186. IEEE, (2019)Ontology Modeling of Intangible Cultural Heritage Terengganu Brassware Craft., , , , and . ICEEI, page 1-6. IEEE, (2019)Serious game design model for language learning in the cultural context., , , and . Educ. Inf. Technol., 27 (7): 9317-9355 (2022)Mathematical model of ranking accuracy and popularity promotion., , , and . ICSAI, page 350-357. IEEE, (2016)Requirements for Interactive Digital Intervention System to Address Adolescents' Sexual and Reproductive Health Problems., , and . ICEEI, page 375-379. IEEE, (2019)Accessibility Requirements in Serious Games for Low Vision Children., , and . ICEEI, page 624-630. IEEE, (2019)Digital Training Tool Framework for Jawi Character Formation., and . IVIC (1), volume 7066 of Lecture Notes in Computer Science, page 164-175. Springer, (2011)Instructor's success measures of Learning Management System., , , and . ICEEI, page 1-7. IEEE, (2011)